Modeling and Rendering Thread

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neodos
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Re: Official Halo 2 Modeling and Rendering Thread

Post by neodos »

Thanks guys!

Well I included the 3D render on the email as a link to image shack and the rest in the zip file (forgot to put this in the zip) but it looks like they chose the drawing.

So here's the rest:

Animation:
Image

Render
http://img851.imageshack.us/img851/9223/sabrehelm.jpg
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XZodia
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Re: Official Halo 2 Modeling and Rendering Thread

Post by XZodia »

That's awesome. Put it in Halo 2.
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JacksonCougar wrote:I find you usually have great ideas.
JacksonCougar wrote:Ah fuck. Why must you always be right? Why.
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neodos
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Re: Official Halo 2 Modeling and Rendering Thread

Post by neodos »

Yeah I might, I am making the low poly version right now =D

Did you get dat terrain generator done? :p
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XZodia
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Re: Official Halo 2 Modeling and Rendering Thread

Post by XZodia »

Been working on it this week, still am...

I has realtime reflections/refractions...
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JacksonCougar wrote:I find you usually have great ideas.
JacksonCougar wrote:Ah fuck. Why must you always be right? Why.
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Ogrish
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Ogrish »

Good job!

I love it.

Kinda like a pilots helmet.
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DoorM4n
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Re: Official Halo 2 Modeling and Rendering Thread

Post by DoorM4n »

Neodos that is godly!
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neodos
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Re: Official Halo 2 Modeling and Rendering Thread

Post by neodos »

Thanks glad you like it ^^
I am trying to get it into halo 2 at the moment, PMI models is a pain, though almost there =D

Do you guys know any good way to make the masterchief's helmet invisible? I am currently attaching my custom helmet to the "head" maker, I tried scaling down the "head" node and it does shrink the head but the neck as well and that is a problem :?
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XZodia
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Re: Official Halo 2 Modeling and Rendering Thread

Post by XZodia »

Make the parent node -1

Poor effort neodos, I believe it was you who replaced MC's head with a skull?
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JacksonCougar wrote:I find you usually have great ideas.
JacksonCougar wrote:Ah fuck. Why must you always be right? Why.
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neodos
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Re: Official Halo 2 Modeling and Rendering Thread

Post by neodos »

XZodia wrote:Make the parent node -1

Poor effort neodos, I believe it was you who replaced MC's head with a skull?
Setting the parent node to -1 doesn't work(moves the head/neck stretching the vertices all across the map and messes the camera) also it was Turk who made the ghost rider mod and many very cool attachement mods.
I posted some screenshots of attachements but never made the head disapear.
If you don't have any idea that works i'll keep on my "poor efforts" :XD:

Thanks though ;)
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XZodia
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Re: Official Halo 2 Modeling and Rendering Thread

Post by XZodia »

well you could just add the neck to your model...
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JacksonCougar wrote:I find you usually have great ideas.
JacksonCougar wrote:Ah fuck. Why must you always be right? Why.
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NotZachary82
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Re: Official Halo 2 Modeling and Rendering Thread

Post by NotZachary82 »

Set the head LODs to -1.

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Click16
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Click16 »

NotZachary82 wrote:Set the head LODs to -1.

Image
No, wrong, change them to 0.
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Re: Official Halo 2 Modeling and Rendering Thread

Post by NotZachary82 »

No, 0 is a low-detail variant of the arms, troll.
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Click16
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Click16 »

NotZachary82 wrote:No, 0 is a low-detail variant of the arms, troll.
depends on which peice is the helmet, supposing that the helmet is index 0, that's what you would set it to.
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neodos
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Re: Official Halo 2 Modeling and Rendering Thread

Post by neodos »

Woot works like a charm (-1 worked), the neck is still there, just like I wanted, thanks a lot.

Now just need to figure out how to save in dds P8 for the bump map in order to get a decent shading.
Last edited by neodos on Sun May 01, 2011 5:15 pm, edited 1 time in total.
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Click16
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Click16 »

neodos wrote:Woot works like a charm (-1 worked), the neck is still there, just like I wanted, thanks a lot.

Now just need to figure out how to save in dds P8 for the bump mapping in order to get a decent shading.
ohh i didn't know he was trying to null the existing helmet xD srry zach.

also, ugh you should just use entity UE for now, it is pretty much the only bump map injector.
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NotZachary82
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Re: Official Halo 2 Modeling and Rendering Thread

Post by NotZachary82 »

You could save it in DXT1 format, since most camo-bumpmaps use that format (they work exactly the same).
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XZodia
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Re: Official Halo 2 Modeling and Rendering Thread

Post by XZodia »

Amazing what can be achieved with a few textures...

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JacksonCougar wrote:I find you usually have great ideas.
JacksonCougar wrote:Ah fuck. Why must you always be right? Why.
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troymac1ure
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Re: Official Halo 2 Modeling and Rendering Thread

Post by troymac1ure »

Looks really impressive.

Not sure if you need to clamp your Skybox textures to get rid of that seam or maybe just mirror your clouds?
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DoorM4n
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Re: Official Halo 2 Modeling and Rendering Thread

Post by DoorM4n »

troymac1ure wrote:Looks really impressive.
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Re: Official Halo 2 Modeling and Rendering Thread

Post by DarkShallFall »

Image
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Ogrish
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Ogrish »

Just somthing ive been playing with, its Parts from Warlock, Desolation, and some custom parts.
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Image
Image
with top removed
Image
with top on
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troymac1ure
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Re: Official Halo 2 Modeling and Rendering Thread

Post by troymac1ure »

Nice Ogrish.
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Aumaan Anubis
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Re: Official Halo 2 Modeling and Rendering Thread

Post by Aumaan Anubis »

I like very much.
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neodos
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Re: Official Halo 2 Modeling and Rendering Thread

Post by neodos »

I hope you plan to put that ingame, looks pretty sweet!
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